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sliced fruit water melon should fall down immediately after slicing
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check sliced fruits falling down or not
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'slicedFruit1.y += slicedFruit1.velocityY;' Line Number: 208
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Please fix the bug: 'ReferenceError: slicedFruit1 is not defined' in or related to this line: 'slicedFruit1.y += slicedFruit1.velocityY;' Line Number: 207
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make sure its working Enable gravity on sliced fruit objects to make them fall naturally after slicing ✅ Update sliced fruit objects to apply gravity in their update method
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How do I enable gravity on sliced fruit objects? I'm using a component-based approach and need the pieces to fall naturally after slicing."
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Ensure juice splash is triggered immediately upon slicing.
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Make sliced fruits fall immediately after slicing
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make sure that sliced fruits are falling immediately after slicing
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Add soft lighting effect to the background animation
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Add background animation to the game soft lighting effects
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Add background animations
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Improve sound effects for slicing, juice splashes, and bombs exploding
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add bomb explosion effects
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Check juice splash effects match the fruit type (e.g., red splash for watermelon, orange for oranges).
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add juice splash effects
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make sure that sliced fruits correctly displayed and positioned after slicing.
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add sliced fruit assets
Code edit (1 edits merged)
Please save this source code
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need to add backgroung image
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change code and remove errors
Code edit (1 edits merged)
Please save this source code
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Fruit Master
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Title: Fruit Master Description: Unleash your inner ninja in Fruit Slash Master! Slice through flying fruits with precision and speed while avoiding deadly bombs. Master exciting power-ups like Freeze Mode, Frenzy Mode, and Double Score to boost your skills. Compete for high scores, unlock unique blades, and experience the ultimate fruit-slashing challenge. Are you ready to become the ultimate Fruit Ninja? 🍉⚡🔪
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start fresh
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var FruitItem = Container.expand(function () { var self = Container.call(this); var type = 'fruit-watermelon'; var fruitGraphic = null; self.isBomb = false; self.isPowerup = false; self.powerupType = ''; self.sliced = false; self.velocityX = 0; self.velocityY = 0; self.gravity = 0.25; self.rotationSpeed = 0; self.init = function (fruitType, startX, startY, velX, velY) { type = fruitType; self.isBomb = fruitType === 'bomb'; self.isPowerup = fruitType.indexOf('powerup') !== -1; if (self.isPowerup) { self.powerupType = fruitType.split('-')[1]; } fruitGraphic = self.attachAsset(fruitType, { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.velocityX = velX; self.velocityY = velY; self.lastX = startX; // Initialize lastX for tracking changes on X self.lastY = startY; // Initialize lastY for tracking changes on Y self.rotationSpeed = (Math.random() - 0.5) * 0.05; return self; }; self.slice = function () { if (self.sliced) { return false; } self.sliced = true; if (self.isBomb) { // Bomb visual effect tween(fruitGraphic, { alpha: 0.5, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut }); LK.getSound('bomb').play(); return true; } else if (self.isPowerup) { // Powerup visual effect tween(fruitGraphic, { alpha: 0.7, scaleX: 0.7, scaleY: 0.7 }, { duration: 300, easing: tween.easeOut }); LK.getSound('powerup').play(); return true; } else { // Regular fruit slicing effect tween(fruitGraphic, { alpha: 0.7, scaleX: 0.7, scaleY: 0.7 }, { duration: 300, easing: tween.easeOut }); // Split the fruit in two (visual effect) var halfScale = fruitGraphic.scaleX * 0.7; // Now separate the halves self.velocityX = self.velocityX * 0.5; self.rotationSpeed = self.rotationSpeed * 2; LK.getSound('slice').play(); return true; } }; self.update = function () { if (!gameActive) { return; } // Apply physics self.velocityY += self.gravity * (gameState.freezeMode ? 0.3 : 1); self.x += self.velocityX * (gameState.freezeMode ? 0.3 : 1); self.y += self.velocityY * (gameState.freezeMode ? 0.3 : 1); self.lastX = self.x; // Update lastX after applying physics self.lastY = self.y; // Update lastY after applying physics // Apply rotation fruitGraphic.rotation += self.rotationSpeed * (gameState.freezeMode ? 0.3 : 1); // Check if fruit is out of bounds if (self.y > 2732 + fruitGraphic.height) { // Check if we missed a fruit (not a bomb) if (!self.sliced && !self.isBomb && !self.isPowerup) { gameState.lives--; updateLivesDisplay(); if (gameState.lives <= 0) { endGame(); } } self.destroy(); var index = fruits.indexOf(self); if (index !== -1) { fruits.splice(index, 1); } } }; return self; }); var Slash = Container.expand(function () { var self = Container.call(this); var slashGraphic = self.attachAsset('slash', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); self.startPoint = { x: 0, y: 0 }; self.endPoint = { x: 0, y: 0 }; self.setup = function (startX, startY, endX, endY) { self.startPoint.x = startX; self.startPoint.y = startY; self.endPoint.x = endX; self.endPoint.y = endY; // Calculate position (midpoint) self.x = (startX + endX) / 2; self.y = (startY + endY) / 2; // Calculate angle var angle = Math.atan2(endY - startY, endX - startX); slashGraphic.rotation = angle; // Calculate length var length = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2)); slashGraphic.width = length; return self; }; self.fadeOut = function () { tween(slashGraphic, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game state var gameActive = false; var gameState = { score: 0, lives: 3, combo: 0, comboTimer: 0, freezeMode: false, freezeTimer: 0, frenzyMode: false, frenzyTimer: 0, doubleScoreMode: false, doubleScoreTimer: 0, spawnRate: 60, // Frames between fruit spawns spawnCounter: 0, difficulty: 1 }; // Game arrays var fruits = []; var slashes = []; // Create UI elements var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var livesText = new Text2('Lives: 3', { size: 60, fill: 0xFFFFFF }); livesText.anchor.set(0, 0); livesText.x = 50; livesText.y = 50; LK.gui.topRight.addChild(livesText); var comboText = new Text2('', { size: 70, fill: 0xF39C12 }); comboText.anchor.set(0.5, 0.5); comboText.alpha = 0; LK.gui.center.addChild(comboText); var powerupText = new Text2('', { size: 60, fill: 0x3498DB }); powerupText.anchor.set(0.5, 1); powerupText.alpha = 0; LK.gui.bottom.addChild(powerupText); // Track swipe var swipeStart = { x: 0, y: 0 }; var isSwipe = false; var lastMouseX = 0; var lastMouseY = 0; // Handlers for touch/mouse events game.down = function (x, y, obj) { if (!gameActive) { return; } swipeStart.x = x; swipeStart.y = y; isSwipe = true; lastMouseX = x; lastMouseY = y; }; game.move = function (x, y, obj) { if (!isSwipe || !gameActive) { if (!gameActive) { // Start game on first swipe startGame(); } return; } // Create slash effect if moved enough distance var dist = Math.sqrt(Math.pow(x - lastMouseX, 2) + Math.pow(y - lastMouseY, 2)); if (dist > 30) { var slash = new Slash().setup(lastMouseX, lastMouseY, x, y); game.addChild(slash); slashes.push(slash); // Check for fruit collisions checkSlashCollisions(lastMouseX, lastMouseY, x, y); slash.fadeOut(); lastMouseX = x; lastMouseY = y; } }; game.up = function (x, y, obj) { isSwipe = false; }; // Helper functions function startGame() { // Reset game state gameState.score = 0; gameState.lives = 3; gameState.combo = 0; gameState.comboTimer = 0; gameState.freezeMode = false; gameState.freezeTimer = 0; gameState.frenzyMode = false; gameState.frenzyTimer = 0; gameState.doubleScoreMode = false; gameState.doubleScoreTimer = 0; gameState.spawnRate = 60; gameState.spawnCounter = 0; gameState.difficulty = 1; // Clear any existing fruits for (var i = fruits.length - 1; i >= 0; i--) { fruits[i].destroy(); } fruits = []; // Clear any existing slashes for (var i = slashes.length - 1; i >= 0; i--) { slashes[i].destroy(); } slashes = []; // Reset UI scoreText.setText("0"); updateLivesDisplay(); // Start the game gameActive = true; // Play music LK.playMusic('gameMusic'); } function endGame() { gameActive = false; // Check high score if (gameState.score > storage.highScore) { storage.highScore = gameState.score; } // Show game over LK.showGameOver(); // Stop music LK.stopMusic(); } function updateLivesDisplay() { livesText.setText("Lives: " + gameState.lives); } function checkSlashCollisions(startX, startY, endX, endY) { var sliced = false; var slashLine = { x1: startX, y1: startY, x2: endX, y2: endY }; for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; if (fruit.sliced) { continue; } // Simple line-circle intersection for collision detection if (lineCircleIntersect(slashLine, { x: fruit.x, y: fruit.y, r: fruit.width / 2 })) { var result = fruit.slice(); if (result) { sliced = true; if (fruit.isBomb) { // Hit a bomb gameState.lives--; updateLivesDisplay(); if (gameState.lives <= 0) { endGame(); } // Reset combo gameState.combo = 0; comboText.alpha = 0; } else if (fruit.isPowerup) { // Activate powerup activatePowerup(fruit.powerupType); } else { // Regular fruit updateScore(10); // Update combo gameState.combo++; gameState.comboTimer = 120; // 2 seconds at 60fps if (gameState.combo >= 3) { comboText.setText("COMBO x" + gameState.combo + "!"); comboText.alpha = 1; // Add bonus points for combo updateScore(gameState.combo * 5); } } } } } return sliced; } function lineCircleIntersect(line, circle) { // Distance formula for point-line segment distance var dx = line.x2 - line.x1; var dy = line.y2 - line.y1; var len = Math.sqrt(dx * dx + dy * dy); // Normalize direction vector dx /= len; dy /= len; // Vector from line start to circle center var cx = circle.x - line.x1; var cy = circle.y - line.y1; // Project circle center onto line var projLen = cx * dx + cy * dy; // Calculate closest point on line to circle center var closestX, closestY; // Handle cases where circle center projection is outside line segment if (projLen < 0) { closestX = line.x1; closestY = line.y1; } else if (projLen > len) { closestX = line.x2; closestY = line.y2; } else { closestX = line.x1 + projLen * dx; closestY = line.y1 + projLen * dy; } // Calculate distance from closest point to circle center var distance = Math.sqrt(Math.pow(circle.x - closestX, 2) + Math.pow(circle.y - closestY, 2)); // Check if distance is less than circle radius return distance <= circle.r; } function updateScore(points) { // Apply double score if active if (gameState.doubleScoreMode) { points *= 2; } gameState.score += points; scoreText.setText(gameState.score); // Update game score LK.setScore(gameState.score); } function activatePowerup(type) { // Duration in frames (60fps) var duration = 300; // 5 seconds switch (type) { case 'freeze': gameState.freezeMode = true; gameState.freezeTimer = duration; showPowerupMessage("FREEZE MODE!"); break; case 'frenzy': gameState.frenzyMode = true; gameState.frenzyTimer = duration; showPowerupMessage("FRUIT FRENZY!"); break; case 'double': gameState.doubleScoreMode = true; gameState.doubleScoreTimer = duration; showPowerupMessage("DOUBLE SCORE!"); break; } } function showPowerupMessage(message) { powerupText.setText(message); powerupText.alpha = 1; tween(powerupText, { alpha: 0 }, { duration: 2000 }); } function spawnFruit() { // Determine if we should spawn a fruit based on spawn rate if (gameState.spawnCounter <= 0) { // Reset counter gameState.spawnCounter = gameState.frenzyMode ? Math.floor(gameState.spawnRate / 3) : gameState.spawnRate; // Determine how many fruits to spawn var fruitCount = 1; if (gameState.difficulty >= 2) { fruitCount++; } if (gameState.difficulty >= 4) { fruitCount++; } if (gameState.frenzyMode) { fruitCount += 2; } // Spawn multiple fruits for (var i = 0; i < fruitCount; i++) { spawnSingleFruit(); } // Possibly spawn a bomb (higher chance with higher difficulty) if (Math.random() < 0.1 * gameState.difficulty && !gameState.frenzyMode) { spawnSpecificFruit('bomb'); } // Possibly spawn a powerup (lower chance) if (Math.random() < 0.03) { var powerupTypes = ['powerup-freeze', 'powerup-frenzy', 'powerup-double']; var randomPowerup = powerupTypes[Math.floor(Math.random() * powerupTypes.length)]; spawnSpecificFruit(randomPowerup); } } else { gameState.spawnCounter--; } } function spawnSingleFruit() { var fruitTypes = ['fruit-watermelon', 'fruit-orange', 'fruit-apple', 'fruit-banana', 'fruit-strawberry']; var randomFruit = fruitTypes[Math.floor(Math.random() * fruitTypes.length)]; spawnSpecificFruit(randomFruit); } function spawnSpecificFruit(fruitType) { // Determine spawn position and velocity var startX = Math.random() * 2048; var startY = 2732 + 100; // Start below screen // Determine velocity var velocityX = (Math.random() - 0.5) * 10; // -5 to 5 var velocityY = -15 - Math.random() * 5; // -15 to -20 (upward) // Create fruit and add to game var fruit = new FruitItem().init(fruitType, startX, startY, velocityX, velocityY); game.addChild(fruit); fruits.push(fruit); } // Main game update game.update = function () { if (!gameActive) { return; } // Update all fruits for (var i = fruits.length - 1; i >= 0; i--) { fruits[i].update(); } // Handle spawning of new fruits spawnFruit(); // Update combo timer if (gameState.comboTimer > 0) { gameState.comboTimer--; if (gameState.comboTimer <= 0) { gameState.combo = 0; comboText.alpha = 0; } } // Update powerup timers if (gameState.freezeTimer > 0) { gameState.freezeTimer--; if (gameState.freezeTimer <= 0) { gameState.freezeMode = false; } } if (gameState.frenzyTimer > 0) { gameState.frenzyTimer--; if (gameState.frenzyTimer <= 0) { gameState.frenzyMode = false; } } if (gameState.doubleScoreTimer > 0) { gameState.doubleScoreTimer--; if (gameState.doubleScoreTimer <= 0) { gameState.doubleScoreMode = false; } } // Increase difficulty over time if (LK.ticks % 1800 === 0) { // Every 30 seconds gameState.difficulty += 0.5; gameState.spawnRate = Math.max(30, gameState.spawnRate - 5); } }; // Start with instructions scoreText.setText("SWIPE TO SLICE");
===================================================================
--- original.js
+++ change.js
@@ -35,8 +35,10 @@
self.x = startX;
self.y = startY;
self.velocityX = velX;
self.velocityY = velY;
+ self.lastX = startX; // Initialize lastX for tracking changes on X
+ self.lastY = startY; // Initialize lastY for tracking changes on Y
self.rotationSpeed = (Math.random() - 0.5) * 0.05;
return self;
};
self.slice = function () {
@@ -94,8 +96,10 @@
// Apply physics
self.velocityY += self.gravity * (gameState.freezeMode ? 0.3 : 1);
self.x += self.velocityX * (gameState.freezeMode ? 0.3 : 1);
self.y += self.velocityY * (gameState.freezeMode ? 0.3 : 1);
+ self.lastX = self.x; // Update lastX after applying physics
+ self.lastY = self.y; // Update lastY after applying physics
// Apply rotation
fruitGraphic.rotation += self.rotationSpeed * (gameState.freezeMode ? 0.3 : 1);
// Check if fruit is out of bounds
if (self.y > 2732 + fruitGraphic.height) {
@@ -163,9 +167,9 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x2c3e50
+ backgroundColor: 0x000000
});
/****
* Game Code
@@ -230,9 +234,8 @@
var lastMouseY = 0;
// Handlers for touch/mouse events
game.down = function (x, y, obj) {
if (!gameActive) {
- startGame();
return;
}
swipeStart.x = x;
swipeStart.y = y;
@@ -241,8 +244,12 @@
lastMouseY = y;
};
game.move = function (x, y, obj) {
if (!isSwipe || !gameActive) {
+ if (!gameActive) {
+ // Start game on first swipe
+ startGame();
+ }
return;
}
// Create slash effect if moved enough distance
var dist = Math.sqrt(Math.pow(x - lastMouseX, 2) + Math.pow(y - lastMouseY, 2));
apple fruit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
banana. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
watermelon images. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
orange. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
strawberry fruit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sliced watermelon fruit into two left side one and rightside one. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
orange fruit double cut. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
apple fruit is cut into two halves with a slight separation to match the style of Fruit Ninja. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
firing Bomb Asset firing on top of the bomb thread: Approximately 512x512 pixels. Consistent with fruit sizes to maintain visual coherence.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
game icon for a video game called fruit slash, show an fruits cutting with sword symbols in the fore ground show the name of the game "Swipe to Slice "big in the center with the fruits underneath. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
lemon fruit cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fruit pine apple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
any three combo fruits some distance from each one. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows